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H1Z1 Season Info

22/01/2018

H1Z1 has been released in 2018 its out of the Early access program. we will update our topic with all Season Start and End Dates in H1Z1 for Season Rewards check our topic.

H1Z1 Season 1 started on March 13th 2018 and will end in 3 months so in June we can expect that H1Z1 Season one ends.Season One introduces a revised scoring system that reflects a player's overall performance through the season. During the Preseasons, Royalty was solely achieved by a player's ability to get high kill games and nothing else. This lead to player behavior of jumping into a match, getting as many kills and possible and not caring about anything else. The new scoring system starting in Season One rewards players who can get kills AND place well on a consistent basis. The skill to accomplish both a high kill and high placement game separates the top players from the rest.

H1Z1 Preseason 7 started on Friday, November 17th, 2017 and end date is not know yet. No major changes have been made for or during this preseason. Biggest changes are regarding thresholds needed to hit, in order to reach a certain tier. Here’s a quick breakdown.Tier Solo Score Threshold Duos Score Threshold Fives Score Threshold

Bronze 1 1 1

Silver 350,000 400,000 450,000

Gold 600,000 750,000 750,000

Platinum 750,000 900,000 1,000,000

Diamond 1,200,000 1,400,000 1,750,000

Master 1,750,000 1,800,000 1,950,000

Royalty 1,870,000 1,925,000 2,075,000

One other major change between Preseason 6 and Preseason 7 - rather than Scrap being your reward for placing in different Tiers, you'll now earn Skulls instead.

H1Z1 Preseason 6 The Combat Update on August 29th, 2017 marks the start of Preseason 6. Preseason 6 ended on November 17th, 2017and is more evenly balanced out the distribution of the Master and Royalty Tiers, as you can see on the picture.Biggest changes in Preseason 6 were about Tier Thresholds. They have adjusted tier thresholds in Preseason 6 not only to flatten out the curve between Diamond, Master, and Royalty but also to address that Royalty seemed too easy to achieve. Here’s what you’ll need in order to achieve each tier in Preseason 6:Tier Solo Score Threshold Duos Score Threshold Fives Score Threshold

Bronze 1 1 1

Silver 350,000 400,000 450,000

Gold 600,000 750,000 750,000

Platinum 750,000 900,000 1,000,000

Diamond 1,200,000 1,400,000 1,750,000

Master 1,750,000 1,800,000 1,950,000

Royalty 1,860,000 1,900,000 2,050,000

For Solos, Master 1 will now require 10 wins with 5 kills each (this was the minimum to hit Royalty 5 in Preseason 5). You’ll need to put in a lot of effort during Preseason 6 to make the jump from Master 1 to Royalty 5, as Royalty 5 now requires 10 wins with 11 kills each. Royalty 1 will maintain its elite status, requiring you to achieve 10 wins with 15 kills each.

H1Z1 Preseason 5 The major game update on June 29th, 2017 marks the start of Preseason 5 and ended on August 29th, 2017. Preseason 5 introduced the Master tier, which was meant to smooth out the distribution of players between Diamond and Royalty. At a glance, here’s how Preseason 5 wound up:

Preseason 5 brought a lot of changes. They activated scoring and leaderboards for team modes. That meant that you could earn a Top 10 score and climb the ranks in Solos, Duos and Fives. They introduced the Master Tier. This tier sits between Diamond and Royalty to help smooth out the distribution of players. Attaining Master will require you to get 10 wins in your Top 10. They changed how many points you get for kills. All kills are now worth the same amount of points, regardless of when they occurred in the match. Kills will always be worth 1,000 points across all game modes.With team scoring, a new tier, new kill scoring, tier thresholds have been tweaked accordingly as well. Here's what you'll need in order to achieve each tier:Tier Solo Score Threshold Duos Score Threshold Fives Score Threshold

Bronze 1 1 1

Silver 375,000 375,000 500,000

Gold 535,000 535,000 615,000

Platinum 765,000 765,000 765,000

Diamond 1,000,000 1,000,000 975,000

Master 1,750,000 1,750,000 1,750,000

Royalty 1,800,000 1,800,000 1,800,000

Preseason 4 started with a game update on Friday, April 21st, 2017 and ended on June 29th, 2017. Here’s the global tier distribution.For and during the preseason 4 most tweaks and adjustments were in regard to Tier distribution, kill scores, and Season length. They’re hoping to make the jump into Royalty even more difficult and something you’ll want to boast about.Tier ThresholdsTier Preseason 3 Threshold Preseason 4 Threshold

Preseason 3 started with a game update on Wednesday, January 25th, 2017 and ended on April 21st, 2017.. Here’s the global tier distribution for the preseason.Preseason 3 brought changes to scoring, the kill feed, and a brand new batch of tiered rewards.Scoring ChangesTier Preseason 3 Threshold Preseason 2 Threshold

Bronze 1 1

Silver 450,000 115,000

Gold 700,000 215,000

Platinum 1,125,000 315,000

Diamond 1,500,000 415,000

Royalty 2,065,000 515,000

Kill Feed ChangesPlayers who have completed at least 10 matches in Solo mode will see their Tier displayed in the Kill Feed, allowing them to show off their skill to everyone else in the game! This is called your Kill Feed Badge.As H1Z1 used a different system before, where scores for both kills and placement both granted an increasing number of points as the match progressed. Players were able to see their current match kills with the Kill Counter in the top left corner, and also able to see how many points they stand to earn from a kill given the current state of the match.

Preseason 2 started with a game update on Tuesday, December 6th, 2016 and ended on January 25th, 2017. Here’s the global tier distribution for the preseason.Score Thresholds for TiersTier New Score Threshold

Bronze 1

Silver 115,000

Gold 215,000

Platinum 315,000

Diamond 415,000

Royalty 515,000

The number of points you got for each kill remained the same in Preseason 2 as it was in Preseason 1.

Preseason 1 started with the release of the game on February 18th, 2016 and ended on December 6th, 2016.